Difference between revisions of "Entity Functions"

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Line 21: Line 21:
 
   
 
   
 
  Player '''getController'''();
 
  Player '''getController'''();
 +
 
  void '''setController'''( Player controller );
 
  void '''setController'''( Player controller );
 
   
 
   

Revision as of 21:30, 3 April 2010

Each entity object represents a creature, building, enchantment, corpse, or ruin. Collectively, these objects define the current game state.

Constructors

Entity createEntity( string cardName, int x_coord, int y_coord, Player controller );

Entity createEntity( string cardName, Location loc, Player controller );

Entity createEntity( string cardName, Location loc );

See also getFigure( Location loc ).

Methods

bool isValid();
// check to see if entity was created successfully

bool doesExist();
// check to see if entity has been removed
string getName();

Player getController();

void setController( Player controller );

bool isType( int type );
// Types: Creature=1, Building=2, Enchantment=3, Item=4, (Corpse,Flux Well,Ruin)=5, World Enchantment=6

Location getLoc();

bool moveEntity( Location );
// returns false if unsuccessful (e.g., trying to move figure into occupied location)

void remove();

void destroy();

void sacrifice();

void setDim( bool dimOrNot );

bool isDim();